Innovation


29
May 08

The success of participation

One of the magical things about grassroots computing – grassroots anything probably – is that any success is decided by the participants. This basic rule is what ensures support but perplexes companies who want to make money from the productive application of technology. Users of technology do not overtly care about the monetary value of technology which is what makes it even harder – we are all quite content to use something we deem useful even ifand often even more ifwe are delighted by it.

One of the challenges companies fall into is trying to create a community or an online social experience where there is no compelling groundswell. Online community development and certainly grassroots computing are not about technology, so building something rarely begets either.

Web 2.0-ifing existing applications is often a sure way to move further away from productive. The only time it helps is when the existing solution has a decidedly undesirable experience and the aspects of grassroots activity might result in better outcomes. Adding a set of widgets tells people you acknowledge and recognize the movement, designing or conceiving business with social computing as a core heartbeat tells people you are the movement. If you are successful, you did it right otherwise you learned a lot.

If the barrier to progress focuses on a framework articulating the values of the past or present, then the outcome will be one that follows instead of leads. There is plenty to be done meet the expectations of traditional returns on investment, but they will necessarily either limit innovation or shape the potential successes. To be really leading edge new measures and values are required that articulate the future state. Without this it is all smoke and mirrors.


18
Sep 07

Agreeing on experience design

Back in May, Adam Greenfield contributed a great article for Adobe’s Design Center Think Tank space called On the ground running: Lessons from experience design. He begins with an insightful – on hindsight obvious – observation that the distinctions between products and services is blurring. Adam introduces the roll of experience design as the agent helping blur these lines, highlighting three examples of XD gone awry: Nike+, Acela and Puma’s Trainaway. He ends with a resonating statement about conversations and not control, suggesting that while very often, tight experience design requires a greater level of control, but opening solutions up to user modification, the ultimate in end-user collaborative design.

While Adam’s examples illustrate his points well, there is another side of the conversation worth consideration. Obviously the three examples all result in some level of failure, which might lead to the conclusion that each was not worth doing. The thing about failure is that if the vision is grand enough, any action toward achieving that goal sets the stage for tomorrow’s experience. Nike+ (the iPod nano, Nike bio telemetric transponder shoes and the online data visualization) might not have been the hit people were hoping for – I actually did not know they lacked popularity – but the offering shows that someone over at Nike is thinking about how we reinvent the running shoe, a completely commoditized product with endless air pockets, gels and spring. Even if it fails, then notion that your shoes might have some electronics in them has come to pass in popular culture. It is no longer limited to the shock activated flashing LED. A recent post by Jonah Lehrer jokes about your iPod being made of biological flesh and yet continues on reviewing some research where scientists have shown circuits can be constructed out of biological material. It is all fantasy until someone tries to commercialize it and then the world gets to add it, flop or not, into the accepted realm of possibilities. This approach is probably not the best way to run a business, but its wonderful at winning the hearts and minds of people.

One of the areas Adam shines focus is the challenge in trying to control the end-to-end solution to deliver great experience design with a quote from Nokia’s Chris Heathcote. It might be the case that designing for one person is not practical; however, I also think we tend to try to make a single solution apply to too many. Narrowing the target audience may limit overall breadth of success, but it ensures at least one population is thrilled. For those early-adopters, runners and techi types, the Nike+ might have been a great geeky trip. Is this not just the long tail of XD?

Seth Godin posted on his obsession with improving alarm clocks, ending with the fact that products could be better if we tried to make them better. If the distinctions between products and services are blurring – a very sophisticated undertaking – then maybe the reason some have failed in the past has less to do with experience design and more to do with people agreeing its worth trying to make things better. As Adam explored, it only takes failure in any one of many things to challenge the overall experience.


19
Feb 07

Creating software the right way the first time

Thoughtful software engineers and architects struggle between two extremes: traditional software development (i.e. often well documented, planned and executed) and agile development (i.e. often sprint driven, iteration focused). Each offers characteristics that drive the decision to select one approach over the other, however we all fail to communicate what we will not be getting because of our reasoning.

Booch has written about accidental architecture where the end product is a result of decisions that make the solution what it is, not what we might have intended it to be or how we would do it if we began again. This is a plague of almost any developer or architect. Given constraints, we create software and solutions and the result may or may not be viable shortly after delivery. Initial constraints may not be real (e.g., performance is more important than end-to-end user experience), and they are surly to change over time (e.g., mobile devices are irrelevant).

A recent article from UXMatters.com explores how UCD and agile might work better together. Clearly, if a small group of developers are to deliver working code in four weeks time, user centered design – all of user experience – will need to be working overtime prior to the start of development. This is counter to the idea that agile development iterates to deliver better software sooner. Waiting to deliver initial prototypes is similar to having a much larger process governing the flow of end-to-end solution development, do not look now, we are back at traditional software development. Cecil makes a point that it is possible to work better, albeit challenging – it takes a better collaboration between UX and development. I believe this is possible, but it actually takes the right attitude to make it work.

These general challenges have me wondering, “What is it that we are trying to achieve with more nimble methods of development?” One reason is that we want to get a preview of the possibilities without actually committing to a long drawn out process. This is critical in an innovation lab where no one is sure if the current prototype is the next big thing or just a nice experiment. Here in rubs the pain of innovation – “When will it be complete now that it is twitching?” The developers are often pleased at this point, bragging all the excitement that can be delivered from a 30 or 60 day development effort and yet the fun has just begun. They embark on the accidental architecture and the tough collaboration of creating a delightful end-to-end user experience under the pressure of delivering final software in another 30 days, after all it is an innovation team and the whole point is to be fast, right?

Everyone is always attempting to create software the right way the first time and that is where expectations are horribly wrong. We make decisions that trade one characteristic for another (e.g. great end-to-end experience for quicker initial deliver) but forget to revisit that executing the solution correctly, in a world-class manner, requires a moment of thoughtfulness to ensure the end solution, without course correction, will actually deliver value to users and the business. “Iterate often” is a good motto. It keeps everyone focused on delivering incrementally with less overall investment. Great user experience naturally causes rework in an iterative environment. The two processes do not align easily and it takes real work to produce stellar experiences. Patience among an entire team, to do the right thing distinguishes good from great. A place to start is remembering why we approached our work the way we have, to communicate it and ensure that it fits with changes in the environment (e.g. shifts in strategy, management or schedule). All too often, the delivery of an exciting technology drives the desire to deliver more maturity, faster and better without the thought that maybe regrouping actually delivers a bit slower, but with greater impact and longevity.


27
May 06

Managing Innovation

On the first of February, I accepted a new assignment managing an IBM innovation team – WebAhead. This new opportunity came as part of a reorganization where the Technology Adoption Program (TAP) and WebAhead came under the same manager. My previous work, conceiving and co-founding TAP, is still with me and has become invaluable in understanding the challenges of inventing and innovating and having those outcomes impact the company broadly. Managing technology adoption or as some like to refer to it as technology diffusion is a key part of the mix – both are part of managing innovation, but a smaller part. In my case, I am managing the software development side of an innovation team – a group of developers that sit alongside systems administrators on a raised floor lab with an impressive amount of infrastructure and connectivity. What we work on, how we work on it, which people we collaborate with and when & how we deliver a given technology all determines the gait of innovation and our ability to transform the company – not just through new technology, but through leadership and cultural change. The creative outlook for this team is critical in its evolutionary output and certainly fundamental to its ability to invent completely new systems. Both the managing and creation of innovation is art.

The best way to predict the future is to invent it - Alan KayAs part of my drink from the information fire hose, I reviewed an article by Lars Erik Holmquist, “Inventing the future.” He presents the notion of predicting the future by inventing it (Alan Kay) and that one way might be to use user-driven innovation, where unlikely (extreme) users are engaged with new technology. (e.g. Find a group of fire fighters and show them a miniature wireless video camera intended for bank ATM monitoring) It is an interesting idea, a brainstorming technique that focuses on a group of like minded people that might think differently about a given technology. The seductive part is that it is an outside perspective that is irrefutably valid, because while they are engaged around the technology they are users of their ideas. Now, of course, this gave me some interesting thoughts around how we might approach some of our resources as define what we work on and how we innovate.

One of the key aspects of the Technology Adoption Program is helping identify, understand and interact with early-adopters, the users of early work. They tend to be a engaged and vocal group, willing to contribute in exchange for access to the latest stuff. Early data analysis confirms our ability to herd cats (early-adopters) and I wonder, what we might find if we repeated Holmquist’s user-driven innovation technique with segments of our early adopter community? This raises the flags of all the usability professionals, “do you even really know what kind of people make up your community?” The answer is sort of, but yes, I agree, we would need to do a deep dive on this. The second thought was, could we build a process and set of measurements around this technique to help articulate the value this method brings? Could we end up being able to compare its relative value to other methods of focused invention and innovation and then correlate when which technique provides the best output?

On any given day the lab is buzzing with the team understanding what it is we are building and the architecture and development that paves the way to get there. I am a believer in the idea that managing innovation is largely an art and in that way excited by the notion that we might create, discover and integrate other “paintbrushes.” While the brush does not make the painter, it can inspire and participate the creation of the painting and the development of the painter.


21
May 06

Green Osmanthus – my cup of ingenuity

Ineeka box and brewing teaA few weekends ago I made a stop off to a Wild Oats Market down the road to explore their options for tea. If I remember right, it was a particularly stressful time at work and tea always seems more soothing than another cup of joe.

On a high shelf, a satin silver tin box caught my attention amongst all the organic colored tea boxes promising added clarity, reduced headaches, cures for the sick and peace of mind. It was a tea box from Ineeka (which means little earth). I am a fan for package design and the box was nice to hold – it had weight and it opens slowly because of the extra think lid. The front label was simple, reading Green Osmanthus Ingenuity. It promised whole leaf tea in a pre-measured BrewTache, something that seemed innovative – the picture alluded to how their system worked a winged tea bag that does away with all the traditional tea steeping fuss. Opening the tin, smelling the subtle aroma and removing a silken bag communicates that you are in for an exceptional experience. You carefully tear off the top of the bag revealing the loose tea leaves. A gentle pull on either side of the bag offers two little wings that hug the sides of your chosen mug steeping the leaf blend in water. The color after three minutes was a wonderfully spring green and the first sip was gentle and honey toned. Cleanup is simple and controlled with a lift up and soft squeeze the left over water is removed from the bag and discarded. The experience is so nice that when it ends you wishing it was just a Tetley tea bag – cheap and wasteful – so brewing another could go unconscious.

Ineeka open box Ineeka open bag